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Core concept or rule that just bugs you beyond your ability to put up with it?

No problem with Psionics or Monks, but I run homebrew and see the core books as a gigantic box of Lego for my brain.

Reflex saves against a fireball that fills the room bug me.

Vision types can be a bit frustrating, but my party is currently nearly all Orcish blooded.

What I really, really hate is multiclassing rules. XP penalties annoy me more than words can ever say.

That, and the confusion between spell schools that emerged slightly in 3.5, and went out of control with the Complete Conjurer.
 

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All the real dwarf war priests worship Clangeddin, anyways. ;)

I like the general archetype of the ranger and bard, myself; OTOH, I'm not entirely satisfied with the specific implementations.

I think I'm getting kind of tired of class & levels. I may need to play some more M&M or GURPS or something.

PS: One really minor pet peeve, since we were talking about clerics: the Trickery domain's power. Woo, three extra class skills for a class that has all of two skill points, and plenty of skills to spend 'em on.

And, hey, class skills vs. cross-class skills. That annoys me.

But see previous comment about "kind of tired of class & levels". :)
 
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Mirror Image. The game requires miniatures according to the core and you keep a spell like this...

Monks.

Spells without saves can really suck the life out of a game too.
 
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The current assumptions for a 'balanced' party, specifically the emphasis on a fixed amount of GP equivalence, rather than focusing on what a party of a given level should actually be able to do.

Matthew L. Martin
 

I detest psionics. I recently purchased Green Ronin's Psychic's Handbook and, while it doesn't complete assauge my dislike, it is a far superior system. I may incorporate it into my next campaign.

I've become disenchanted with the fire-and-forget spell system. I like to spell point system presented in Unearthed Arcana. Now, if I can get my players to accept the change!

Alignment. I'd jump at the chance to remove alignment from the game. For those who have taken the leap, what modification did you make and how, and what were the results. Is there a site which walks DMs through the changes?

I have houseruled against favoured classes and multiclassing penalties.
 
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There are three things about D&D that I can't abide.

1. Attacks of Opportunity. Slows combat down and is too favoured in the hands of PC's. I'm seriously considering taking AoO's out of my game.

2. Magic isn't magical. Magic items are just another type of item to be bought or sold like groceries. These things should be effectively priceless, damnit!

3. Medieval world meets the 21st century. How come all the D&D worlds seem like modern day but with magic and monsters. I want worlds that are medieval in feel.

Just my three gripes. :)
 


Saeviomagy said:
Because you have a party member with normal vision. Leave him behind, and the rest of you can walk around in total darkness. All of a sudden, anything with only low-light becomes fairly easy prey.

Oh, we don't bother. Even when it's just me and the ranger scouting ahead, or when we do it outside by day, we always get surprised. :)

In combat, we really need light because the one with Blindsense is a melee fighter and thus has a large miss chance.
 


Into the Woods

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